Posted by: ひまわりくん
« on: September 30, 2017, 05:47:01 PM »Which script controls what spawns in ammo/health drop zones?
I wanna make it so that only 10 health pick ups spawn there.
I wanna make it so that only 10 health pick ups spawn there.
Posted by: ひまわりくん« on: September 30, 2017, 05:47:01 PM »Which script controls what spawns in ammo/health drop zones?
I wanna make it so that only 10 health pick ups spawn there. Posted by: Duke64« on: August 01, 2017, 07:04:47 PM »Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well? If the sector is turning white and always blocking maybe there is a different sector property on it. As BP mentioned the Block property under behavior should turn it green. Well I made a quick guide now on how to do doors feel free to read it over. I will update it and organize more later when I get some time. But it should help out I didn't revise it much. Hope it helps. https://turoksanctum.com/turok-2-editor-kex-studio-how-to-make-a-door/ Posted by: BehemothProgrammer« on: August 01, 2017, 05:10:27 PM »The color of the sector depends on what flags are set. You want to turn on "Block" to turn it green. And place the door actor over top the blocked sectors.
Posted by: postal« on: August 01, 2017, 04:24:25 AM »Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well?
![]() i probably am missing something but any help would be gr8 Posted by: Duke64« on: June 04, 2017, 02:12:48 AM »I think I just found it out I was messing around with my jump pads trying to make them really fast. I decided to try jumpad time '0' and I ended up with this bug. Jumppad time must have a value of at least 1 lol! Guides updated.
Posted by: ilgm« on: May 25, 2017, 08:17:25 PM »Thanks for the fix! I still got stuck on the jump pad, but that was only once in about 15 tries and only from one side, maybe just a big with the editor.
I also noticed the jump pad ceiling is actually on the ceiling this time, Actually I think I figured it out. Found out what region I was getting stuck on by turning on "showcollisions" ![]() I don't know why, but the sectors I added had 0 set for everything which I guess somehow stopped movement. You fixed it by redrawing them but missed one region. All I had to do was put the same numbers in that one and now its working fine. Thanks for the help Edit: I think my problem was making a new region with selected vertices rather than using the region create mode, which carries over all the region settings. I can add in more jumppads without any problems now Posted by: Duke64« on: May 25, 2017, 06:11:34 PM »Hmm this is a weird one and I'm going to chalk it up in the category of 'the struggles of editing existing maps' lmao and believe me there are struggles of editing existing maps.
However, I was able to fix it. I actually gave the jump pads ceiling sectors. Guessing- if the sectors surrounding the jump pad have ceiling properties and the jump pad doesn't, it may or may not effect the jump pad... I also deleted the sectors surrounding the jump pad and remade them. It seems fine on my end now give it a test and please let me know if it is resolved. Sorry I can't give a definite answer on what the heck was happening there... I really think it was due to ceiling sectors. Ceiling sectors are connected to the actual vertices. And in this case they were linked to the jumppad. Gosh I hope I uploaded my edited one lol. Please let me know. Btw that's a crazy ass mod lol! Download of the map is attached. Posted by: ilgm« on: May 25, 2017, 01:31:40 AM »Thanks for the info. Does "allow player control" make it possible to move after you hit the jumppad? That'd be pretty useful for multiplayerThanks for the guides, really helpful.That sounds odd. My first thought would be a ceiling sector yeah. Another thought without seeing it, is 'Camera Movement Scaler' make sure its set to 1. I also updated the jumppad guide with some additional info (at the bottom of guide) that I didn't go over just yet. Was planning that for a more detailed sector guide but it makes sense to go in there. Try these out. If it still does it, I would be very interested to see the map actually I tried the Camera Movement Scaler setting but I'm still getting stuck. You can check out the map here https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0 I'm including my entire mod because I can't actually get the map working with the console, I had to add the map into hubinfo and mapinfo in /defs Posted by: Duke64« on: May 25, 2017, 01:13:29 AM »Thanks for the guides, really helpful.That sounds odd. My first thought would be a ceiling sector yeah. Another thought without seeing it, is 'Camera Movement Scaler' make sure its set to 1. I also updated the jumppad guide with some additional info (at the bottom of guide) that I didn't go over just yet. Was planning that for a more detailed sector guide but it makes sense to go in there. Try these out. If it still does it, I would be very interested to see the map actually ![]() Posted by: ilgm« on: May 25, 2017, 12:21:15 AM »Updated op and added this: How to create a jump pad in the editor. It should be all of it but you know me heh. Sometimes I miss a step on accident so please let me know if all is well if you get a question or anything...Thanks for the guides, really helpful. I'm having a problem with jumppads though. They work fine but there's something that I keep getting stuck on when I run onto the jumppad, almost like I'm getting stuck on the jumppad sector. Any idea why? ![]() I'm fixing up some unfinished n64 maps to put into my dodgeball mod. Escheria has a bunch of ladders (2 of which are missing) that I'm trying to turn into jumppads. This section in particular had a ceiling collision on the sector which ended up getting in the way of the jumppad so I had to remove it. Not sure if that's causing the weird collision, but I've tried a bunch of different angles for these sectors and still can't find what I'm getting stuck on Posted by: Revenant32« on: May 24, 2017, 01:21:27 PM »Good guides man thanks for your work. I saw this video when you first shared it, this is really nice of you. I'm interested nice documentation and yeah just build that test guide map up with different guides and see what it turns into. I like that idea.
Posted by: Duke64« on: May 24, 2017, 12:48:45 AM »Thanks mate. Hey I forgot that map I made in the video guide 'building a room'. I never showed a test play of it working but this should do
![]() ![]() Posted by: Rok« on: May 24, 2017, 12:01:59 AM »READ FIRST! Turok 2 Modding Get Started Basic Guide: https://turoksanctum.com/turok-2-modding-get-started-basic-guide/ Yes your op update is much better nice updates ![]() Posted by: Duke64« on: May 23, 2017, 09:07:54 PM »So this isn't much of a guide its more like some info but it could guide in a way.
Some actors are missing in the editor some of these include a few ammo and weapon actors, very easy way around that here: https://turoksanctum.com/turok-2-soe-editor-weapons-and-ammo-singleobjecttype/ I am making a push to make more in depth guides using the editor like that video guide soon. We are going to go over a lot. But I'm a bit busy making some maps right atm. Just another quick heads up Duke, you may want to mention about extracting the game.kpf file in your Turok Sanctum guide I will look into including that for sure might as well cover all angles in one go, thanks. Updated my original post much neater I say ![]() Posted by: Sneakze« on: May 12, 2017, 08:44:01 AM »Just another quick heads up Duke, you may want to mention about extracting the game.kpf file in your Turok Sanctum guide
![]() edit: noticed you have it in this forum post btw ![]() |